Barbarian
Base Class: Barbarian

Barbarians of the Thunder Blood Path are touched by a storm that lives within their veins—lightning that thrashes when they feel fear, thunder that answers their fury, and a chaotic red glow beneath their skin that pulses like a wounded heart. Some say this power is divine. Some say it is a curse. Those who bear it know only one truth:

The storm is always there.
And it remembers.

Storm-Blooded Soul

3rd-level Path of Thunder Blood feature

Your emotions crackle with arcane energy.

You gain the following benefits:

  • You learn the gust cantrip (Constitution is your spellcasting ability).

  • When you roll on the Tempest Surge table, you may reroll once and must use the second result.

Additionally, your lightning and thunder effects ignore resistance at levels 10 and 14.

 

Tempest Surge

3rd-level Path of Thunder Blood feature

When you choose this path, your rage awakens a chaotic storm within you.

Whenever you enter a rage, roll on the Tempest-Blooded Surge Table (d8). The effect lasts until your rage ends.

Tempest Magic
d8 Effect
1

Scarlet Thunder Pulse

A red lightning ring erupts from you when you rage.

  • Creatures of your choice within 10 ft take 1d6 lightning damage.

  • Your next weapon attack this turn deals an additional 1d8 lightning damage.

2

Gone Like a Flash

Your body starts to glow uncontrollably, until you eventually disappear with a thunderous roar
  • Each creature that starts its turn within 10 ft of your original location takes 1d8 thunder or lightning damage (player's choice).
  • You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

3

Tempest’s Ward

Crackling energy shields you.
You gain resistance to lightning and thunder damage until your rage ends, and the first creature to hit you with an attack takes 1d6 lightning damage.

4

Stormwhip Reprisal

The essence of storms infuses up to two weapons of your choice that you are holding.

  • When you hit a creature with your first melee attack, it takes 1d6 lightning damage.

  • Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to thunder or lightning, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon flys back to your hand at the end of the current turn.

5

Crashing Gale Grip

Your arms are wreathed in spiraling winds.

  • You gain +5 ft reach.

  • When you hit a creature, it must succeed on a Strength save or be knocked prone.

6

Heart of the Storm Survivor

Your heart booms like distant thunder.

  • The first time you drop to 0 HP this rage, you instead drop to 1 HP.

  • When this happens, you unleash a thunderblast dealing 1d8 thunder damage to all creatures within 10 ft.

7

Riptide Burst

A sudden rush of water explodes outward.
Each creature of your choice within 20 feet must make a Dex save or take 1d8 bludgeoning + 1d6 cold damage, and is pulled 10 feet closer to you.

8

Eye of the Crimson Tempest (signature surge)

Your body becomes the calm center of a roaring red storm.

  • You gain +2 AC (half cover).

  • At the end of each of your turns, one creature of your choice within 20 ft takes 1d12 lightning or thunder damage.

  • The first attack made against you each turn has disadvantage.

Titantic Tempest

6th-level Path of the Tempest-Blooded feature — scaling takes effect

Your surges grow stronger and more focused. When you roll on the Tempest Magic table, apply the following upgrades to that result (only the result you rolled benefits):

  • Any damage die that was 1d6 becomes 1d8.

  • Any damage die that was 1d8 becomes 1d10.

  • Any damage die that was 1d12 becomes 2d6.

  • Areas and ranges referenced in a surge increase by +5 feet.

  • Teleport distances increase by +10 feet.

  • For the Stormwhip Reprisal weapon’s thrown range, change 20/60 → 30/90

Additionally, while raging you gain resistance to lightning damage (this stacks with surge resistances but not to exceed immunity).

Protection of the Stormblood

10th-level Path of Thunder Blood Feature

When you are imperiled during your rage, the tempest inside you lashes out.
Immediately after you take damage or fail a saving throw while raging, you can use your reaction to:

  • Reroll on your Tempest Magic table, and 

  • Immediately produce the new surge, replacing your current one.Your command of storm power lets you shield others.

While you are raging, each creature of your choice within 10 feet of you gains resistance to lightning or thunder damage (your choice when you enter the rage).

Eye of the Inner Storm

10th-level Path of the Tempest-Blooded feature — further scaling & control

You learn to bend the storm’s chaos to your will.

  • Surge Control: When you roll on the Tempest Magic table, you may roll twice and choose which result to apply.

  • Surge Growth: If the same surge result is active on consecutive turns, its damage increases by +1d6 (this stacks up to +3d6 total for repeated consecutive turns).

  • Area Increase: Any surge area or range increases by an additional +5 feet for effects that specify a radius or range.

Avatar of the Storm

14th-level Path of the Tempest-Blooded feature — peak mastery

You become a living avatar of storm and chaos.

  • While raging, you gain immunity to lightning damage and resistance to thunder damage.

  • When you roll on the Tempest Magic table, you may choose any one result from the table instead of rolling.

  • Tempest Bolt (once per rage): As part of a melee attack, once per rage when you hit a creature you can call down a bolt of primal lightning: the target takes 6d6 lightning damage, and each creature of your choice within 10 feet of it must make a Constitution saving throw or take 3d6 thunder damage and be pushed 15 feet. After using Tempest Bolt, you can still use or choose surges normally for the remainder of the rage.

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